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      <a href="/2017/02/17/box2d-tutorial-6-2-add-body/" title="Box2DJS教程6-2--添加刚体" itemprop="url">Box2DJS教程6-2--添加刚体</a>
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      <a href="https://godbasin.github.io" title="被删">被删</a>
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    <time datetime="2017-02-17T13:00:27.000Z" itemprop="datePublished">2017-02-17</time>
    更新日期:<time datetime="2018-12-18T15:33:11.888Z" itemprop="dateModified">2018-12-18</time>
    
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			<strong class="toc-title">文章目录</strong>
		<ol class="toc"><li class="toc-item toc-level-2"><a class="toc-link" href="#添加刚体"><span class="toc-number">1.</span> <span class="toc-text">添加刚体</span></a><ol class="toc-child"><li class="toc-item toc-level-3"><a class="toc-link" href="#创建刚体"><span class="toc-number">1.1.</span> <span class="toc-text">创建刚体</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#添加刚体-1"><span class="toc-number">1.2.</span> <span class="toc-text">添加刚体</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#绘制刚体"><span class="toc-number">1.3.</span> <span class="toc-text">绘制刚体</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#完整代码"><span class="toc-number">1.4.</span> <span class="toc-text">完整代码</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#返回总目录"><span class="toc-number">1.5.</span> <span class="toc-text">返回总目录</span></a></li></ol></li></ol>
		</div>
		
		<p>本节我们主要讲述在世界中创建形状并添加刚体的过程。<br><a id="more"></a></p>
<h2 id="添加刚体"><a href="#添加刚体" class="headerlink" title="添加刚体"></a>添加刚体</h2><hr>
<h3 id="创建刚体"><a href="#创建刚体" class="headerlink" title="创建刚体"></a>创建刚体</h3><p>前面我们说过，box2d中创建刚体、关节的过程类似于堆积木，由形状构成刚体，由刚体构成关节，稍微不同的地方是，这里的形状可以多次使用，其过程：<br><code>形状 -&gt; 刚体 -&gt; 关节</code></p>
<p>这里我们首先创建各种形状，然后创建对应的刚体。</p>
<ul>
<li>创建圆形</li>
</ul>
<figure class="highlight javascript"><table><tr><td class="gutter"><pre><div class="line">1</div><div class="line">2</div><div class="line">3</div><div class="line">4</div><div class="line">5</div><div class="line">6</div><div class="line">7</div><div class="line">8</div><div class="line">9</div><div class="line">10</div><div class="line">11</div><div class="line">12</div></pre></td><td class="code"><pre><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">createBall</span>(<span class="params">world, x, y, r</span>) </span>&#123;</div><div class="line">    <span class="comment">// 创建圆形定义</span></div><div class="line">  <span class="keyword">var</span> ballSd = <span class="keyword">new</span> b2CircleDef();</div><div class="line">  ballSd.density = <span class="number">1.0</span>;               <span class="comment">// 设置密度</span></div><div class="line">    ballSd.radius = <span class="number">20</span>;                 <span class="comment">// 设置半径</span></div><div class="line">    ballSd.restitution = <span class="number">1.0</span>;           <span class="comment">// 设置弹性</span></div><div class="line">    ballSd.friction = <span class="number">0</span>;                <span class="comment">// 设置摩擦因子</span></div><div class="line">  <span class="keyword">var</span> ballBd = <span class="keyword">new</span> b2BodyDef();       <span class="comment">// 创建刚体定义</span></div><div class="line">  ballBd.AddShape(ballSd);            <span class="comment">// 添加形状</span></div><div class="line">  ballBd.position.Set(x || <span class="number">0</span>,y || <span class="number">0</span>); <span class="comment">// 设置位置</span></div><div class="line">  <span class="keyword">return</span> world.CreateBody(ballBd);    <span class="comment">// 创建并返回刚体</span></div><div class="line">&#125;</div></pre></td></tr></table></figure>
<ul>
<li>创建矩形</li>
</ul>
<figure class="highlight javascript"><table><tr><td class="gutter"><pre><div class="line">1</div><div class="line">2</div><div class="line">3</div><div class="line">4</div><div class="line">5</div><div class="line">6</div><div class="line">7</div><div class="line">8</div><div class="line">9</div><div class="line">10</div><div class="line">11</div><div class="line">12</div><div class="line">13</div><div class="line">14</div></pre></td><td class="code"><pre><div class="line"><span class="comment">// 创建矩形刚体</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">createBox</span>(<span class="params">world, x, y, width, height, userData</span>) </span>&#123;</div><div class="line">    <span class="keyword">var</span> boxSd = <span class="keyword">new</span> b2BoxDef();                     <span class="comment">// 创建一个形状Shape，然后设置有关Shape的属性</span></div><div class="line">    boxSd.extents.Set(width || <span class="number">1200</span>, height || <span class="number">5</span>);  <span class="comment">// 设置矩形高、宽</span></div><div class="line">    boxSd.density = <span class="number">1.0</span>;                            <span class="comment">// 设置矩形的密度 </span></div><div class="line">    boxSd.userData = userData;                      <span class="comment">// 传入图片数据</span></div><div class="line">    boxSd.restitution = <span class="number">.3</span>;                         <span class="comment">//设置矩形的弹性</span></div><div class="line">    boxSd.friction = <span class="number">1</span>;                             <span class="comment">//设置矩形的摩擦因子，可以设置为0-1之间任意一个数，0表示光滑，1表示强摩擦</span></div><div class="line"></div><div class="line">    <span class="keyword">var</span> boxBd = <span class="keyword">new</span> b2BodyDef();   <span class="comment">// 创建刚体定义</span></div><div class="line">    boxBd.AddShape(boxSd);         <span class="comment">// 添加形状</span></div><div class="line">    boxBd.position.Set(x || <span class="number">10</span>, y || <span class="number">10</span>);       <span class="comment">// 设置位置</span></div><div class="line">    <span class="keyword">return</span> world.CreateBody(boxBd) <span class="comment">// 创建并返回刚体</span></div><div class="line">&#125;</div></pre></td></tr></table></figure>
<h3 id="添加刚体-1"><a href="#添加刚体-1" class="headerlink" title="添加刚体"></a>添加刚体</h3><p>利用上面创建刚体的函数，我们可以往世界中添加刚体：</p>
<figure class="highlight javascript"><table><tr><td class="gutter"><pre><div class="line">1</div><div class="line">2</div><div class="line">3</div><div class="line">4</div></pre></td><td class="code"><pre><div class="line"><span class="keyword">var</span> ball1 = createBall(world, <span class="number">100</span>, <span class="number">20</span>, <span class="number">20</span>);</div><div class="line"><span class="keyword">var</span> ball2 = createBall(world, <span class="number">300</span>, <span class="number">60</span>, <span class="number">10</span>);</div><div class="line"><span class="keyword">var</span> box1 = createBox(world, <span class="number">100</span>, <span class="number">200</span>, <span class="number">25</span>, <span class="number">30</span>, <span class="literal">true</span>);</div><div class="line"><span class="keyword">var</span> box2 = createBox(world, <span class="number">200</span>, <span class="number">50</span>, <span class="number">20</span>, <span class="number">20</span>);</div></pre></td></tr></table></figure>
<h3 id="绘制刚体"><a href="#绘制刚体" class="headerlink" title="绘制刚体"></a>绘制刚体</h3><p>我们可以通过添加绘制刚体的函数，在绘制世界时调用：</p>
<figure class="highlight javascript"><table><tr><td class="gutter"><pre><div class="line">1</div><div class="line">2</div><div class="line">3</div><div class="line">4</div><div class="line">5</div><div class="line">6</div><div class="line">7</div><div class="line">8</div><div class="line">9</div><div class="line">10</div><div class="line">11</div><div class="line">12</div><div class="line">13</div><div class="line">14</div><div class="line">15</div><div class="line">16</div><div class="line">17</div><div class="line">18</div><div class="line">19</div><div class="line">20</div><div class="line">21</div><div class="line">22</div><div class="line">23</div><div class="line">24</div><div class="line">25</div><div class="line">26</div><div class="line">27</div><div class="line">28</div><div class="line">29</div><div class="line">30</div><div class="line">31</div><div class="line">32</div><div class="line">33</div><div class="line">34</div><div class="line">35</div><div class="line">36</div><div class="line">37</div><div class="line">38</div><div class="line">39</div><div class="line">40</div><div class="line">41</div><div class="line">42</div><div class="line">43</div></pre></td><td class="code"><pre><div class="line"><span class="comment">// 从draw_world.js里面引用的绘画功能</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">drawShape</span>(<span class="params">shape, context</span>) </span>&#123;</div><div class="line">  context.strokeStyle = <span class="string">'#003300'</span>;</div><div class="line">  context.beginPath();</div><div class="line">  <span class="keyword">switch</span> (shape.m_type) &#123;</div><div class="line">        <span class="comment">// 绘制圆</span></div><div class="line">    <span class="keyword">case</span> b2Shape.e_circleShape:</div><div class="line">      <span class="keyword">var</span> circle = shape;</div><div class="line">      <span class="keyword">var</span> pos = circle.m_position;</div><div class="line">      <span class="keyword">var</span> r = circle.m_radius;</div><div class="line">      <span class="keyword">var</span> segments = <span class="number">16.0</span>;</div><div class="line">      <span class="keyword">var</span> theta = <span class="number">0.0</span>;</div><div class="line">      <span class="keyword">var</span> dtheta = <span class="number">2.0</span> * <span class="built_in">Math</span>.PI / segments;</div><div class="line">      <span class="comment">// 画圆圈</span></div><div class="line">      context.moveTo(pos.x + r, pos.y);</div><div class="line">      <span class="keyword">for</span> (<span class="keyword">var</span> i = <span class="number">0</span>; i &lt; segments; i++) &#123;</div><div class="line">        <span class="keyword">var</span> d = <span class="keyword">new</span> b2Vec2(r * <span class="built_in">Math</span>.cos(theta), r * <span class="built_in">Math</span>.sin(theta));</div><div class="line">        <span class="keyword">var</span> v = b2Math.AddVV(pos, d);</div><div class="line">        context.lineTo(v.x, v.y);</div><div class="line">        theta += dtheta;</div><div class="line">      &#125;</div><div class="line">      context.lineTo(pos.x + r, pos.y);</div><div class="line"></div><div class="line">      <span class="comment">// 画半径</span></div><div class="line">      context.moveTo(pos.x, pos.y);</div><div class="line">      <span class="keyword">var</span> ax = circle.m_R.col1;</div><div class="line">      <span class="keyword">var</span> pos2 = <span class="keyword">new</span> b2Vec2(pos.x + r * ax.x, pos.y + r * ax.y);</div><div class="line">      context.lineTo(pos2.x, pos2.y);</div><div class="line">      <span class="keyword">break</span>;</div><div class="line">    <span class="comment">// 绘制多边形</span></div><div class="line">        <span class="keyword">case</span> b2Shape.e_polyShape:</div><div class="line">      <span class="keyword">var</span> poly = shape;</div><div class="line">      <span class="keyword">var</span> tV = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[<span class="number">0</span>]));</div><div class="line">      context.moveTo(tV.x, tV.y);</div><div class="line">      <span class="keyword">for</span> (<span class="keyword">var</span> i = <span class="number">0</span>; i &lt; poly.m_vertexCount; i++) &#123;</div><div class="line">        <span class="keyword">var</span> v = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i]));</div><div class="line">        context.lineTo(v.x, v.y);</div><div class="line">      &#125;</div><div class="line">      context.lineTo(tV.x, tV.y);</div><div class="line">      <span class="keyword">break</span>;</div><div class="line">  &#125;</div><div class="line">  context.stroke();</div><div class="line">&#125;</div></pre></td></tr></table></figure>
<p>我们也可以在其中一个刚体里将图片与刚体结合：</p>
<figure class="highlight javascript"><table><tr><td class="gutter"><pre><div class="line">1</div><div class="line">2</div><div class="line">3</div><div class="line">4</div><div class="line">5</div><div class="line">6</div><div class="line">7</div><div class="line">8</div><div class="line">9</div><div class="line">10</div><div class="line">11</div><div class="line">12</div><div class="line">13</div><div class="line">14</div><div class="line">15</div><div class="line">16</div><div class="line">17</div><div class="line">18</div><div class="line">19</div><div class="line">20</div><div class="line">21</div><div class="line">22</div><div class="line">23</div><div class="line">24</div><div class="line">25</div><div class="line">26</div><div class="line">27</div><div class="line">28</div></pre></td><td class="code"><pre><div class="line"><span class="comment">//绘画功能</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">drawWorld</span>(<span class="params">world, context</span>) </span>&#123;</div><div class="line">    <span class="keyword">for</span> (<span class="keyword">var</span> j = world.m_jointList; j; j = j.m_next) &#123;</div><div class="line">        <span class="comment">// 绘制关节</span></div><div class="line">        <span class="comment">// drawJoint(j, context);</span></div><div class="line">    &#125;</div><div class="line">    <span class="keyword">for</span> (<span class="keyword">var</span> b = world.m_bodyList; b != <span class="literal">null</span>; b = b.m_next) &#123;</div><div class="line">        <span class="keyword">for</span> (<span class="keyword">var</span> s = b.GetShapeList(); s != <span class="literal">null</span>; s = s.GetNext()) &#123;</div><div class="line">            <span class="keyword">if</span> (s.GetUserData() != <span class="literal">undefined</span>) &#123;</div><div class="line">                <span class="comment">// 使用数据包括图片</span></div><div class="line">                <span class="keyword">var</span> img = s.GetUserData();</div><div class="line"></div><div class="line">                <span class="comment">// 图片的长和宽</span></div><div class="line">                <span class="keyword">var</span> x = s.GetPosition().x;</div><div class="line">                <span class="keyword">var</span> y = s.GetPosition().y;</div><div class="line">                <span class="keyword">var</span> topleftX = - img.clientWidth / <span class="number">2</span>;</div><div class="line">                <span class="keyword">var</span> topleftY = - img.clientHeight / <span class="number">2</span>;</div><div class="line"></div><div class="line">                context.save();</div><div class="line">                context.translate(x, y);</div><div class="line">                context.rotate(s.GetBody().GetRotation());</div><div class="line">                context.drawImage(img, topleftX, topleftY);</div><div class="line">                context.restore();</div><div class="line">            &#125;</div><div class="line">            drawShape(s, context);</div><div class="line">        &#125;</div><div class="line">    &#125;</div><div class="line">&#125;</div></pre></td></tr></table></figure>
<h3 id="完整代码"><a href="#完整代码" class="headerlink" title="完整代码"></a>完整代码</h3><figure class="highlight javascript"><table><tr><td class="gutter"><pre><div class="line">1</div><div class="line">2</div><div class="line">3</div><div class="line">4</div><div class="line">5</div><div class="line">6</div><div class="line">7</div><div class="line">8</div><div class="line">9</div><div class="line">10</div><div class="line">11</div><div class="line">12</div><div class="line">13</div><div class="line">14</div><div class="line">15</div><div class="line">16</div><div class="line">17</div><div class="line">18</div><div class="line">19</div><div class="line">20</div><div class="line">21</div><div class="line">22</div><div class="line">23</div><div class="line">24</div><div class="line">25</div><div class="line">26</div><div class="line">27</div><div class="line">28</div><div class="line">29</div><div class="line">30</div><div class="line">31</div><div class="line">32</div><div class="line">33</div><div 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class="line">147</div><div class="line">148</div><div class="line">149</div><div class="line">150</div><div class="line">151</div><div class="line">152</div><div class="line">153</div><div class="line">154</div><div class="line">155</div></pre></td><td class="code"><pre><div class="line"><span class="keyword">var</span> canvas;</div><div class="line"><span class="keyword">var</span> ctx;</div><div class="line"><span class="keyword">var</span> canvasWidth;</div><div class="line"><span class="keyword">var</span> canvasHeight;</div><div class="line"></div><div class="line"><span class="keyword">var</span> world;</div><div class="line"></div><div class="line"><span class="comment">// 我们将创建世界封装至createWorld函数内</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">createWorld</span>(<span class="params"></span>) </span>&#123;</div><div class="line">    <span class="comment">// 世界的大小</span></div><div class="line">    <span class="keyword">var</span> worldAABB = <span class="keyword">new</span> b2AABB();</div><div class="line">    worldAABB.minVertex.Set(<span class="number">-4000</span>, <span class="number">-4000</span>);</div><div class="line">    worldAABB.maxVertex.Set(<span class="number">4000</span>, <span class="number">4000</span>);</div><div class="line"></div><div class="line">    <span class="comment">//定义重力</span></div><div class="line">    <span class="keyword">var</span> gravity = <span class="keyword">new</span> b2Vec2(<span class="number">0</span>, <span class="number">300</span>);</div><div class="line"></div><div class="line">    <span class="comment">// 是否休眠</span></div><div class="line">    <span class="keyword">var</span> doSleep = <span class="literal">false</span>;</div><div class="line"></div><div class="line">    <span class="comment">// 最终创建世界</span></div><div class="line">    <span class="keyword">var</span> world = <span class="keyword">new</span> b2World(worldAABB, gravity, doSleep);</div><div class="line"></div><div class="line">    <span class="keyword">return</span> world;</div><div class="line">&#125;</div><div class="line"></div><div class="line"><span class="comment">//绘画功能</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">drawWorld</span>(<span class="params">world, context</span>) </span>&#123;</div><div class="line">    <span class="keyword">for</span> (<span class="keyword">var</span> j = world.m_jointList; j; j = j.m_next) &#123;</div><div class="line">        <span class="comment">// 绘制关节</span></div><div class="line">        <span class="comment">// drawJoint(j, context);</span></div><div class="line">    &#125;</div><div class="line">    <span class="keyword">for</span> (<span class="keyword">var</span> b = world.m_bodyList; b != <span class="literal">null</span>; b = b.m_next) &#123;</div><div class="line">        <span class="keyword">for</span> (<span class="keyword">var</span> s = b.GetShapeList(); s != <span class="literal">null</span>; s = s.GetNext()) &#123;</div><div class="line">            <span class="keyword">if</span> (s.GetUserData() != <span class="literal">undefined</span>) &#123;</div><div class="line">                <span class="comment">// 使用数据包括图片</span></div><div class="line">                <span class="keyword">var</span> img = s.GetUserData();</div><div class="line"></div><div class="line">                <span class="comment">// 图片的长和宽</span></div><div class="line">                <span class="keyword">var</span> x = s.GetPosition().x;</div><div class="line">                <span class="keyword">var</span> y = s.GetPosition().y;</div><div class="line">                <span class="keyword">var</span> topleftX = -img.clientWidth / <span class="number">2</span>;</div><div class="line">                <span class="keyword">var</span> topleftY = -img.clientHeight / <span class="number">2</span>;</div><div class="line"></div><div class="line">                context.save();</div><div class="line">                context.translate(x, y);</div><div class="line">                context.rotate(s.GetBody().GetRotation());</div><div class="line">                context.drawImage(img, topleftX, topleftY);</div><div class="line">                context.restore();</div><div class="line">            &#125;</div><div class="line">            drawShape(s, context);</div><div class="line">        &#125;</div><div class="line">    &#125;</div><div class="line">&#125;</div><div class="line"></div><div class="line"><span class="comment">// 创建圆形刚体</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">createBall</span>(<span class="params">world, x, y, r</span>) </span>&#123;</div><div class="line">    <span class="comment">// 创建圆形定义</span></div><div class="line">    <span class="keyword">var</span> ballSd = <span class="keyword">new</span> b2CircleDef();</div><div class="line">    ballSd.density = <span class="number">1.0</span>; <span class="comment">// 设置密度</span></div><div class="line">    ballSd.radius = <span class="number">20</span>; <span class="comment">// 设置半径</span></div><div class="line">    ballSd.restitution = <span class="number">1.0</span>; <span class="comment">// 设置弹性</span></div><div class="line">    ballSd.friction = <span class="number">0</span>; <span class="comment">// 设置摩擦因子</span></div><div class="line">    <span class="keyword">var</span> ballBd = <span class="keyword">new</span> b2BodyDef(); <span class="comment">// 创建刚体定义</span></div><div class="line">    ballBd.AddShape(ballSd); <span class="comment">// 添加形状</span></div><div class="line">    ballBd.position.Set(x || <span class="number">0</span>, y || <span class="number">0</span>); <span class="comment">// 设置位置</span></div><div class="line">    <span class="keyword">return</span> world.CreateBody(ballBd); <span class="comment">// 创建并返回刚体</span></div><div class="line">&#125;</div><div class="line"></div><div class="line"><span class="comment">// 创建矩形刚体</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">createBox</span>(<span class="params">world, x, y, width, height, userData</span>) </span>&#123;</div><div class="line">    <span class="keyword">var</span> boxSd = <span class="keyword">new</span> b2BoxDef(); <span class="comment">//创建一个形状Shape，然后设置有关Shape的属性</span></div><div class="line">    boxSd.extents.Set(width || <span class="number">1200</span>, height || <span class="number">5</span>); <span class="comment">//设置矩形高、宽</span></div><div class="line">    boxSd.density = <span class="number">1.0</span>;</div><div class="line">    boxSd.userData = userData;</div><div class="line">    boxSd.restitution = <span class="number">.3</span>; <span class="comment">//设置矩形的弹性</span></div><div class="line">    boxSd.friction = <span class="number">1</span>; <span class="comment">//设置矩形的摩擦因子，可以设置为0-1之间任意一个数，0表示光滑，1表示强摩擦</span></div><div class="line"></div><div class="line">    <span class="keyword">var</span> boxBd = <span class="keyword">new</span> b2BodyDef(); <span class="comment">// 创建刚体定义</span></div><div class="line">    boxBd.AddShape(boxSd); <span class="comment">// 添加形状</span></div><div class="line">    boxBd.position.Set(x || <span class="number">10</span>, y || <span class="number">10</span>); <span class="comment">// 设置位置</span></div><div class="line">    <span class="keyword">return</span> world.CreateBody(boxBd) <span class="comment">// 创建并返回刚体</span></div><div class="line">&#125;</div><div class="line"></div><div class="line"><span class="comment">// 定义step函数，用于游戏的迭代运行</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">step</span>(<span class="params"></span>) </span>&#123;</div><div class="line">    <span class="comment">// 模拟世界</span></div><div class="line">    world.Step(<span class="number">1.0</span> / <span class="number">60</span>, <span class="number">1</span>);</div><div class="line">    <span class="comment">// 清除画布</span></div><div class="line">    ctx.clearRect(<span class="number">0</span>, <span class="number">0</span>, canvasWidth, canvasHeight);</div><div class="line">    <span class="comment">// 重新绘制</span></div><div class="line">    drawWorld(world, ctx);</div><div class="line"></div><div class="line">    <span class="comment">// 再次刷新</span></div><div class="line">    setTimeout(step, <span class="number">10</span>);</div><div class="line">    <span class="built_in">console</span>.log(<span class="string">'step...'</span>);</div><div class="line">&#125;</div><div class="line"></div><div class="line"><span class="comment">// 从draw_world.js里面引用的绘画功能</span></div><div class="line"><span class="function"><span class="keyword">function</span> <span class="title">drawShape</span>(<span class="params">shape, context</span>) </span>&#123;</div><div class="line">    context.strokeStyle = <span class="string">'#003300'</span>;</div><div class="line">    context.beginPath();</div><div class="line">    <span class="keyword">switch</span> (shape.m_type) &#123;</div><div class="line">        <span class="comment">// 绘制圆</span></div><div class="line">        <span class="keyword">case</span> b2Shape.e_circleShape:</div><div class="line">            <span class="keyword">var</span> circle = shape;</div><div class="line">            <span class="keyword">var</span> pos = circle.m_position;</div><div class="line">            <span class="keyword">var</span> r = circle.m_radius;</div><div class="line">            <span class="keyword">var</span> segments = <span class="number">16.0</span>;</div><div class="line">            <span class="keyword">var</span> theta = <span class="number">0.0</span>;</div><div class="line">            <span class="keyword">var</span> dtheta = <span class="number">2.0</span> * <span class="built_in">Math</span>.PI / segments;</div><div class="line">            <span class="comment">// 画圆圈</span></div><div class="line">            context.moveTo(pos.x + r, pos.y);</div><div class="line">            <span class="keyword">for</span> (<span class="keyword">var</span> i = <span class="number">0</span>; i &lt; segments; i++) &#123;</div><div class="line">                <span class="keyword">var</span> d = <span class="keyword">new</span> b2Vec2(r * <span class="built_in">Math</span>.cos(theta), r * <span class="built_in">Math</span>.sin(theta));</div><div class="line">                <span class="keyword">var</span> v = b2Math.AddVV(pos, d);</div><div class="line">                context.lineTo(v.x, v.y);</div><div class="line">                theta += dtheta;</div><div class="line">            &#125;</div><div class="line">            context.lineTo(pos.x + r, pos.y);</div><div class="line"></div><div class="line">            <span class="comment">// 画半径</span></div><div class="line">            context.moveTo(pos.x, pos.y);</div><div class="line">            <span class="keyword">var</span> ax = circle.m_R.col1;</div><div class="line">            <span class="keyword">var</span> pos2 = <span class="keyword">new</span> b2Vec2(pos.x + r * ax.x, pos.y + r * ax.y);</div><div class="line">            context.lineTo(pos2.x, pos2.y);</div><div class="line">            <span class="keyword">break</span>;</div><div class="line">            <span class="comment">// 绘制多边形</span></div><div class="line">        <span class="keyword">case</span> b2Shape.e_polyShape:</div><div class="line">            <span class="keyword">var</span> poly = shape;</div><div class="line">            <span class="keyword">var</span> tV = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[<span class="number">0</span>]));</div><div class="line">            context.moveTo(tV.x, tV.y);</div><div class="line">            <span class="keyword">for</span> (<span class="keyword">var</span> i = <span class="number">0</span>; i &lt; poly.m_vertexCount; i++) &#123;</div><div class="line">                <span class="keyword">var</span> v = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i]));</div><div class="line">                context.lineTo(v.x, v.y);</div><div class="line">            &#125;</div><div class="line">            context.lineTo(tV.x, tV.y);</div><div class="line">            <span class="keyword">break</span>;</div><div class="line">    &#125;</div><div class="line">    context.stroke();</div><div class="line">&#125;</div><div class="line"></div><div class="line"><span class="built_in">window</span>.onload = <span class="function"><span class="keyword">function</span>(<span class="params"></span>) </span>&#123;</div><div class="line">    canvas = <span class="built_in">document</span>.getElementById(<span class="string">'canvas'</span>);</div><div class="line">    ctx = canvas.getContext(<span class="string">'2d'</span>);</div><div class="line">    canvasWidth = <span class="built_in">parseInt</span>(canvas.width);</div><div class="line">    canvasHeight = <span class="built_in">parseInt</span>(canvas.height);</div><div class="line">    <span class="comment">// 启动游戏</span></div><div class="line">    world = createWorld();</div><div class="line">    <span class="keyword">var</span> ball1 = createBall(world, <span class="number">100</span>, <span class="number">20</span>, <span class="number">20</span>);</div><div class="line">    <span class="keyword">var</span> ball2 = createBall(world, <span class="number">300</span>, <span class="number">60</span>, <span class="number">10</span>);</div><div class="line">    <span class="keyword">var</span> box1 = createBox(world, <span class="number">200</span>, <span class="number">50</span>, <span class="number">20</span>, <span class="number">20</span>);</div><div class="line">    <span class="keyword">var</span> box2 = createBox(world, <span class="number">400</span>, <span class="number">80</span>, <span class="number">20</span>, <span class="number">20</span>, <span class="built_in">document</span>.getElementById(<span class="string">'box'</span>));</div><div class="line">    step();</div><div class="line">&#125;;</div></pre></td></tr></table></figure>
<p><a href="https://github.com/godbasin/box2djs-tutorial/tree/master/6-practice/6-2-add-body/6-2-add-body" target="_blank" rel="external">此处查看项目代码（仅包含src部分）</a><br><a href="http://box2d-tutorial.godbasin.com/6-2-add-body/index.html" target="_blank" rel="external">此处查看页面效果</a>  </p>
<h3 id="返回总目录"><a href="#返回总目录" class="headerlink" title="返回总目录"></a><a href="/2017/02/17/box2d-tutorial-0-catalog/">返回总目录</a></h3>  
		
		<p style="margin-top:50px;">查看Github有更多内容噢：<a href="https://github.com/godbasin">https://github.com/godbasin</a></p>
	</div>
	<img src="https://github-imglib-1255459943.cos.ap-chengdu.myqcloud.com/2code2.jpg" width="200" height="200" style="display:block;margin: 0 auto;" />
	<p style="text-align: center;margin-top: 10px;margin-bottom: 20px;">码生艰难，写文不易，给我家猪囤点猫粮了喵~</p>
	<div class="author-right">
  		<p>作者：被删</p>
  		<p>出处：<a href="https://godbasin.github.io">https://godbasin.github.io</a></p>
  		<p>本文版权归作者所有，欢迎转载，但未经作者同意必须保留此段声明，且在文章页面明显位置给出原文连接，否则保留追究法律责任的权利。</p>
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  <ol class="toc"><li class="toc-item toc-level-2"><a class="toc-link" href="#添加刚体"><span class="toc-number">1.</span> <span class="toc-text">添加刚体</span></a><ol class="toc-child"><li class="toc-item toc-level-3"><a class="toc-link" href="#创建刚体"><span class="toc-number">1.1.</span> <span class="toc-text">创建刚体</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#添加刚体-1"><span class="toc-number">1.2.</span> <span class="toc-text">添加刚体</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#绘制刚体"><span class="toc-number">1.3.</span> <span class="toc-text">绘制刚体</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#完整代码"><span class="toc-number">1.4.</span> <span class="toc-text">完整代码</span></a></li><li class="toc-item toc-level-3"><a class="toc-link" href="#返回总目录"><span class="toc-number">1.5.</span> <span class="toc-text">返回总目录</span></a></li></ol></li></ol>
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